Geargia
Fire Fist is probably the deck’s worst matchup. Why? Nope,
it’s actually not Bear! He’s
definitely a strong contributor but it’s the fact that even the weakest
monsters in Fire Fist are threats to Geargia. Gene-Warped Warwolf’s 2,000 attack
is a real problem. If you read my last article, you’ll remember that field
presence is extremely important. Although Warwolf attacking over Armor isn’t a
minus, because I’m able to search for another Geargia monster, I lost my field
presence. More so, I have to invest two cards into making a monster strong
enough to get over Warwolf.
People don’t understand this, though, and always go out of
their way to destroy the Armor before it can get a search, even if they could
simply attack over it. That’s what makes Call of the Haunted so powerful in the
deck. Marksman destroys Armor, they attack with Megalo for 2,400 welcome damage
and then in the end phase I bring Armor back, flip him down and back up, search
an Accelerator , summon it, make Utopia and attack over their monster for one card.
Better yet, because I haven’t even normal summoned and I already have field
presence, I can make an entire legion of synchros if I have another monster in
my hand!
Patrick Hoban and I actually played one-another on the
bubble at YCS Austin. I went first, set Armor and Call of the Haunted, and
passed. He went Magician-Shark into Diamond Dire Wolf and Wind-Up Rabbit. He
mistakenly used his DDW’s effect to destroy my Armor and attack direct for
2,000. The next turn I seized complete control. On the other hand, if he would
have destroyed my Call of the Haunted? I might have lost the match. An Arsenal
or Accel along with a Karakuri tuner doesn’t do anything for me if they’re both
in my hand! Speaking of Wind-Ups,
Wind-Ups
The most valuable tip I can give you is not to waste your
Mystical Space Typhoons! Without
Magician or Zenmaighty, they really only have one way to gain advantage:
Wind-Up Factory. If you make sure they don’t have that, then you’ve got a
pretty good chance at winning. Their only other win conditions outside of
grinding away with Factory are (a) Rabbit beatdown or (b) a Volcasarus-Gaia
play for massive damage.
Don’t assume just because they didn’t immediately activate
Factory that they don’t have it, either. You have to be careful; sometimes
they’ll try to trick you into wasting your Typhoons by setting just one backrow
on their first turn. You’ll be tempted to Space it to push your play through.
Sure, you might manage to get in a direct attack with Bear, but they have more
backrows in hand, along with a Factory that they’re going to use to grind away
at your resources! Do your best not to use your backrow removal on anything
other than a Factory against them unless it’s absolutely necessary. When I was
having this conversation with Steinman a while back, he said it perfectly:
against Wind-Ups, the text for Mystical Space Tphoon should read “Destroy 1
face-up Wind-Up Factory your opponent controls.”
There are exceptions,
of course. For example, last format, if my opponent went first, had
Rabbit-Factory and already managed to net a +1 from Factory, then I wouldn’t
bother to Typhoon their Factory. Instead, I would use it on their other
backrows, play very aggressively and use my traps as if there were no tomorrow
to keep their monsters off the board just long enough for me to finish their life
point. But now? Wind-Ups so bad in terms of card economy without Wind-Up
Factory that even if they’ve already gotten a plus off of it, it’s still worth
getting rid of Factory to cut off what is essentially their life-line. Soon
enough, that -1 will be mute.
If they have multiple
Factory and you can’t get rid of both of them? That’s when you should consider
aiming for their traps and trying to rush them. (On the other hand, a tip for
Wind-Up players: if you have multiple Wind-Up Factories, odds are you are low
on traps and this “rush” strategy might be your downfall. You can make sure
your opponent doesn’t take this approach by only activating one Factory and
trying to bait their MST with it, to keep them away from your traps.)
Of course, this means
if you have Dust Tornado if your side deck, bring 1-2 of them in against
Wind-Ups every time because getting rid of a Factory often times meaning
ridding them of their win condition!
Summary
Against Geargia, aim
for the backrows, and not the Armor, if you can simply attack over it, you’re
much less likely to be punished by a Call of the Haunted. As for Wind-Ups, save
your Mystical Space Typhoons for their Wind-Up Factories. In other words, know which Gear to stop and you can shut down the entire
Factory! These small little tips should help improve your results against these
decks drastically.
How about you? Have you ever played with or against a deck
where everybody else always seems to have the wrong approach? What tips or
tricks do you use?
Samuel
Samuel
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